mirror of https://github.com/ZDoom/zdbsp.git
- Added code to explicitly handle outputting overlapping segs when
building GL nodes with ZDBSP, removing the check that discarded them early on. SVN r157 (trunk)
This commit is contained in:
parent
938f25e39b
commit
8617f499d5
171
nodebuild.cpp
171
nodebuild.cpp
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@ -65,6 +65,7 @@ void FNodeBuilder::BuildTree ()
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fprintf (stderr, " BSP: 0.0%%\r");
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HackSeg = DWORD_MAX;
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HackMate = DWORD_MAX;
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CreateNode (0, bbox);
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CreateSubsectorsForReal ();
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fprintf (stderr, " BSP: 100.0%%\n");
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@ -195,7 +196,8 @@ void FNodeBuilder::CreateSubsectorsForReal ()
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D(printf ("Output subsector %d:\n", Subsectors.Size()));
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for (unsigned int i = sub.firstline; i < SegList.Size(); ++i)
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{
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D(printf (" Seg %5d (%5d,%5d)-(%5d,%5d)\n", SegList[i].SegPtr - &Segs[0],
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D(printf (" Seg %5d%c(%5d,%5d)-(%5d,%5d)\n", SegList[i].SegPtr - &Segs[0],
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SegList[i].SegPtr->linedef == -1 ? '+' : ' ',
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Vertices[SegList[i].SegPtr->v1].x>>16,
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Vertices[SegList[i].SegPtr->v1].y>>16,
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Vertices[SegList[i].SegPtr->v2].x>>16,
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@ -293,7 +295,8 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
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do
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{
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D(Printf (" - seg %d(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
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D(Printf (" - seg %d%c(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
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Segs[seg].linedef == -1 ? '+' : ' ',
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Vertices[Segs[seg].v1].x>>16, Vertices[Segs[seg].v1].y>>16,
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Vertices[Segs[seg].v2].x>>16, Vertices[Segs[seg].v2].y>>16,
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Segs[seg].linedef, Segs[seg].frontsector, Segs[seg].backsector));
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@ -322,7 +325,11 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
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} while (seg != DWORD_MAX);
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if (seg == DWORD_MAX)
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{ // It's a valid subsector
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{ // It's a valid non-GL subsector, and probably a valid GL subsector too.
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if (GLNodes)
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{
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return CheckSubsectorOverlappingSegs (set, node, splitseg);
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}
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return false;
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}
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@ -333,20 +340,60 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
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// from multiple sectors, and it seems ZenNode does something
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// similar. It is the only technique I could find that makes the
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// "transparent water" in nb_bmtrk.wad work properly.
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//
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// The seg is marked to indicate that it should be forced to the
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// back of the splitter. Because these segs already form a convex
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// set, all the other segs will be in front of the splitter. Since
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// the splitter is formed from this seg, the back of the splitter
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// will have a one-dimensional subsector. SplitSegs() will add two
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// new minisegs to close it: one seg replaces this one on the front
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// of the splitter, and the other is its partner on the back.
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//
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// Old code that will actually create valid two-dimensional sectors
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// is included below for reference but is not likely to be used again.
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return ShoveSegBehind (set, node, seg, DWORD_MAX);
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}
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// When creating GL nodes, we need to check for segs with the same start and
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// end vertices and split them into two subsectors.
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bool FNodeBuilder::CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg)
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{
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int v1, v2;
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DWORD seg1, seg2;
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for (seg1 = set; seg1 != DWORD_MAX; seg1 = Segs[seg1].next)
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{
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if (Segs[seg1].linedef == -1)
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{ // Do not check minisegs.
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continue;
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}
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v1 = Segs[seg1].v1;
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v2 = Segs[seg1].v2;
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for (seg2 = Segs[seg1].next; seg2 != DWORD_MAX; seg2 = Segs[seg2].next)
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{
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if (Segs[seg2].v1 == v1 && Segs[seg2].v2 == v2)
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{
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if (Segs[seg2].linedef == -1)
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{ // Do not put minisegs into a new subsector.
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swap (seg1, seg2);
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}
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D(Printf("Need to synthesize a splitter for set %d on seg %d (ov)\n", set, seg2));
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splitseg = DWORD_MAX;
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return ShoveSegBehind (set, node, seg2, seg1);
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}
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}
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}
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// It really is a good subsector.
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return false;
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}
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// The seg is marked to indicate that it should be forced to the
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// back of the splitter. Because these segs already form a convex
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// set, all the other segs will be in front of the splitter. Since
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// the splitter is formed from this seg, the back of the splitter
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// will have a one-dimensional subsector. SplitSegs() will add one
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// or two new minisegs to close it: If mate is DWORD_MAX, then a
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// new seg is created to replace this one on the front of the
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// splitter. Otherwise, mate takes its place. In either case, the
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// seg in front of the splitter is partnered with a new miniseg on
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// the back so that the back will have two segs.
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bool FNodeBuilder::ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate)
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{
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SetNodeFromSeg (node, &Segs[seg]);
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HackSeg = seg;
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HackMate = mate;
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if (!Segs[seg].planefront)
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{
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node.x += node.dx;
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@ -355,79 +402,6 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
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node.dy = -node.dy;
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}
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return Heuristic (node, set, false) != 0;
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#if 0
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// If there are only two segs in the set, and they form two sides
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// of a triangle, the splitter should pass through their shared
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// point and the (imaginary) third side of the triangle
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if (setsize == 2)
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{
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FPrivVert *v1, *v2, *v3;
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if (Vertices[Segs[set].v2] == Vertices[Segs[seg].v1])
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{
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v1 = &Vertices[Segs[set].v1];
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v2 = &Vertices[Segs[seg].v2];
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v3 = &Vertices[Segs[set].v2];
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}
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else if (Vertices[Segs[set].v1] == Vertices[Segs[seg].v2])
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{
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v1 = &Vertices[Segs[seg].v1];
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v2 = &Vertices[Segs[set].v2];
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v3 = &Vertices[Segs[seg].v2];
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}
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else
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{
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v1 = v2 = v3 = NULL;
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}
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if (v1 != NULL)
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{
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node.x = v3->x;
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node.y = v3->y;
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node.dx = v1->x + (v2->x-v1->x)/2 - node.x;
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node.dy = v1->y + (v2->y-v1->y)/2 - node.y;
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return Heuristic (node, set, false) != 0;
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}
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}
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bool nosplit = true;
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int firsthit = seg;
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do
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{
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seg = firsthit;
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do
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{
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if (Segs[seg].linedef != -1 &&
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Segs[seg].frontsector != sec &&
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Segs[seg].frontsector == Segs[seg].backsector)
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{
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node.x = Vertices[Segs[set].v1].x;
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node.y = Vertices[Segs[set].v1].y;
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node.dx = Vertices[Segs[seg].v2].x - node.x;
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node.dy = Vertices[Segs[seg].v2].y - node.y;
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if (Heuristic (node, set, nosplit) != 0)
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{
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return true;
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}
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node.dx = Vertices[Segs[seg].v1].x - node.x;
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node.dy = Vertices[Segs[seg].v1].y - node.y;
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if (Heuristic (node, set, nosplit) != 0)
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{
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return true;
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}
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}
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seg = Segs[seg].next;
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} while (seg != DWORD_MAX);
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} while ((nosplit ^= 1) == 0);
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// Give up.
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return false;
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#endif
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}
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// Splitters are chosen to coincide with segs in the given set. To reduce the
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int value = Heuristic (node, set, nosplit);
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D(Printf ("Seg %5d (%5d,%5d)-(%5d,%5d) scores %d\n", seg, node.x>>16, node.y>>16,
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D(Printf ("Seg %5d%c(%5d,%5d)-(%5d,%5d) scores %d\n", seg,
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Segs[seg].linedef == -1 ? '+' : ' ',
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node.x>>16, node.y>>16,
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(node.x+node.dx)>>16, (node.y+node.dy)>>16, value));
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if (value > bestvalue)
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@ -919,15 +895,24 @@ void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &ou
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DWORD newback, newfront;
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newback = AddMiniseg (seg->v2, seg->v1, DWORD_MAX, set, splitseg);
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newfront = AddMiniseg (Segs[set].v1, Segs[set].v2, newback, set, splitseg);
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if (HackMate == DWORD_MAX)
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{
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newfront = AddMiniseg (Segs[set].v1, Segs[set].v2, newback, set, splitseg);
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Segs[newfront].next = outset0;
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outset0 = newfront;
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}
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else
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{
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newfront = HackMate;
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Segs[newfront].partner = newback;
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Segs[newback].partner = newfront;
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}
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Segs[newback].frontsector = Segs[newback].backsector =
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Segs[newfront].frontsector = Segs[newfront].backsector =
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Segs[set].frontsector;
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Segs[newback].next = outset1;
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outset1 = newback;
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Segs[newfront].next = outset0;
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outset0 = newfront;
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}
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set = next;
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}
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@ -1115,7 +1100,9 @@ void FNodeBuilder::PrintSet (int l, DWORD set)
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Printf ("set %d:\n", l);
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for (; set != DWORD_MAX; set = Segs[set].next)
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{
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Printf ("\t%lu(%d):%d(%d,%d)-%d(%d,%d)\n", set, Segs[set].frontsector,
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Printf ("\t%lu(%d)%c%d(%d,%d)-%d(%d,%d)\n", set,
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Segs[set].frontsector,
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Segs[set].linedef == -1 ? '+' : ':',
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Segs[set].v1,
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Vertices[Segs[set].v1].x>>16, Vertices[Segs[set].v1].y>>16,
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Segs[set].v2,
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@ -140,6 +140,7 @@ private:
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TArray<FSplitSharer> SplitSharers; // Segs collinear with the current splitter
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DWORD HackSeg; // Seg to force to back of splitter
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DWORD HackMate; // Seg to use in front of hack seg
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FLevel &Level;
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bool GLNodes;
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int SelectVertexExact (FPrivVert &vertex);
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void BuildTree ();
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void MakeSegsFromSides ();
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FPrivSeg *CheckSegForDuplicate (const FPrivSeg *check);
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int CreateSeg (int linenum, int sidenum);
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void GroupSegPlanes ();
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void FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors);
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bool GetPolyExtents (int polynum, fixed_t bbox[4]);
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DWORD CreateSubsector (DWORD set, fixed_t bbox[4]);
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void CreateSubsectorsForReal ();
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bool CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int setsize);
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bool CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg);
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bool ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate);
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int SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int step, bool nosplit);
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void SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &outset0, DWORD &outset1);
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DWORD SplitSeg (DWORD segnum, int splitvert, int v1InFront);
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@ -132,7 +132,8 @@ int FNodeBuilder::CloseSubsector (TArray<MapSegGLEx> &segs, int subsector)
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{
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seg = &Segs[SegList[j].SegNum];
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angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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printf ("%d: %5d(%5d,%5d)->%5d(%5d,%5d) - %3.3f %d,%d\n", j,
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printf ("%d%c %5d(%5d,%5d)->%5d(%5d,%5d) - %3.3f %d,%d\n", j,
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seg->linedef == -1 ? '+' : ':',
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seg->v1, Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
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seg->v2, Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
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double(ang/2)*180/(1<<30),
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@ -208,17 +209,6 @@ int FNodeBuilder::CloseSubsector (TArray<MapSegGLEx> &segs, int subsector)
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D(printf("degenerate subsector\n"));
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#if 0
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for (j = first + 1; j < max; ++j)
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{
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seg = &Segs[SegList[j].SegNum];
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dx2 = Vertices[seg->v1].x - x1;
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dy2 = Vertices[seg->v1].y - y1;
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dot = dx*dx2 + dy*dy2;
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printf ("Seg %d: dot %g\n", j, dot);
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}
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#endif
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// Stage 1. Go forward.
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count += OutputDegenerateSubsector (segs, subsector, true, 0, prev);
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@ -92,46 +92,13 @@ int FNodeBuilder::SelectVertexExact (FPrivVert &vertex)
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void FNodeBuilder::MakeSegsFromSides ()
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{
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FPrivSeg *share1, *share2;
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FPrivSeg seg;
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int i, j;
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seg.next = DWORD_MAX;
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seg.loopnum = 0;
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seg.offset = 0;
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seg.partner = DWORD_MAX;
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for (i = 0; i < Level.NumLines; ++i)
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{
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share1 = NULL;
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if (Level.Lines[i].sidenum[0] != NO_INDEX)
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{
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WORD backside;
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seg.linedef = i;
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seg.sidedef = Level.Lines[i].sidenum[0];
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backside = Level.Lines[i].sidenum[1];
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seg.frontsector = Level.Sides[seg.sidedef].sector;
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seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
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seg.v1 = Level.Lines[i].v1;
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seg.v2 = Level.Lines[i].v2;
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seg.nextforvert = Vertices[seg.v1].segs;
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seg.nextforvert2 = Vertices[seg.v2].segs2;
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share1 = CheckSegForDuplicate (&seg);
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if (share1 == NULL)
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{
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seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
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Vertices[seg.v2].y-Vertices[seg.v1].y);
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j = (int)Segs.Push (seg);
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Vertices[seg.v1].segs = j;
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Vertices[seg.v2].segs2 = j;
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D(printf("Seg %4d: From line %d, side front (%5d,%5d)-(%5d,%5d)\n", j, i, Vertices[seg.v1].x>>16,
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Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
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}
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else
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{
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printf ("Linedefs %d and %d share endpoints.\n", i, share1->linedef);
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}
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CreateSeg (i, 0);
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}
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else
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{
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@ -140,62 +107,54 @@ void FNodeBuilder::MakeSegsFromSides ()
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if (Level.Lines[i].sidenum[1] != NO_INDEX)
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{
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WORD backside;
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seg.linedef = i;
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seg.sidedef = Level.Lines[i].sidenum[1];
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backside = Level.Lines[i].sidenum[0];
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seg.frontsector = Level.Sides[seg.sidedef].sector;
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seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
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seg.v1 = Level.Lines[i].v2;
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seg.v2 = Level.Lines[i].v1;
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seg.nextforvert = Vertices[seg.v1].segs;
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seg.nextforvert2 = Vertices[seg.v2].segs2;
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seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
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Vertices[seg.v2].y-Vertices[seg.v1].y);
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share2 = CheckSegForDuplicate (&seg);
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if (share2 == NULL)
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j = CreateSeg (i, 1);
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if (Level.Lines[i].sidenum[0] != NO_INDEX)
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{
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j = (int)Segs.Push (seg);
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Vertices[seg.v1].segs = j;
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Vertices[seg.v2].segs2 = j;
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if (Level.Lines[i].sidenum[0] != NO_INDEX && share1 == NULL)
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{
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Segs[j-1].partner = j;
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Segs[j].partner = j-1;
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}
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D(printf("Seg %4d: From line %d, side back (%5d,%5d)-(%5d,%5d)\n", j, i, Vertices[seg.v1].x>>16,
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Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
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}
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else if (share2->linedef != share1->linedef)
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{
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printf ("Linedefs %d and %d share endpoints.\n", i, share2->linedef);
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Segs[j-1].partner = j;
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Segs[j].partner = j-1;
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}
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}
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}
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}
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// Check for another seg with the same start and end vertices as this one.
|
||||
// Combined with its use above, this will find two-sided lines that are shadowed
|
||||
// by another one- or two-sided line, and it will also find one-sided lines that
|
||||
// shadow each other. It will not find one-sided lines that share endpoints but
|
||||
// face opposite directions. Although they should probably be a single two-sided
|
||||
// line, leaving them in will not generate bad nodes.
|
||||
|
||||
FNodeBuilder::FPrivSeg *FNodeBuilder::CheckSegForDuplicate (const FNodeBuilder::FPrivSeg *check)
|
||||
int FNodeBuilder::CreateSeg (int linenum, int sidenum)
|
||||
{
|
||||
DWORD segnum;
|
||||
FPrivSeg seg;
|
||||
WORD backside;
|
||||
int segnum;
|
||||
|
||||
// Check for segs facing the same direction
|
||||
for (segnum = check->nextforvert; segnum != DWORD_MAX; segnum = Segs[segnum].nextforvert)
|
||||
{
|
||||
if (Segs[segnum].v2 == check->v2)
|
||||
{
|
||||
return &Segs[segnum];
|
||||
}
|
||||
seg.next = DWORD_MAX;
|
||||
seg.loopnum = 0;
|
||||
seg.offset = 0;
|
||||
seg.partner = DWORD_MAX;
|
||||
|
||||
if (sidenum == 0)
|
||||
{ // front
|
||||
seg.v1 = Level.Lines[linenum].v1;
|
||||
seg.v2 = Level.Lines[linenum].v2;
|
||||
}
|
||||
return NULL;
|
||||
else
|
||||
{ // back
|
||||
seg.v2 = Level.Lines[linenum].v1;
|
||||
seg.v1 = Level.Lines[linenum].v2;
|
||||
}
|
||||
seg.linedef = linenum;
|
||||
seg.sidedef = Level.Lines[linenum].sidenum[sidenum];
|
||||
backside = Level.Lines[linenum].sidenum[!sidenum];
|
||||
seg.frontsector = Level.Sides[seg.sidedef].sector;
|
||||
seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
|
||||
seg.nextforvert = Vertices[seg.v1].segs;
|
||||
seg.nextforvert2 = Vertices[seg.v2].segs2;
|
||||
seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
|
||||
Vertices[seg.v2].y-Vertices[seg.v1].y);
|
||||
|
||||
segnum = (int)Segs.Push (seg);
|
||||
Vertices[seg.v1].segs = segnum;
|
||||
Vertices[seg.v2].segs2 = segnum;
|
||||
D(printf("Seg %4d: From line %d, side %s (%5d,%5d)-(%5d,%5d)\n", segnum, linenum, sidenum ? "back " : "front",
|
||||
Vertices[seg.v1].x>>16, Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
|
||||
|
||||
return segnum;
|
||||
}
|
||||
|
||||
// Group colinear segs together so that only one seg per line needs to be checked
|
||||
|
|
Loading…
Reference in New Issue